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area
Returns the area of the micropolygon containing a variable such as P.
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blinnBRDF
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bouncelabel
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bouncemask
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diffuseBRDF
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filterstep
Returns the anti-aliased weight of the step function.
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fresnel
Computes the fresnel reflection/refraction contributions given an
incoming vector, surface normal (both normalized), and an index of
refraction (eta).
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frontface
If dot(I, Nref) is less than zero, N will be negated.
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gather
Sends rays into the scene and returns information from the shaders of
surfaces hit by the rays.
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getblurP
Returns the blurred point position (P) vector at a fractional time within the motion blur exposure.
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getcomponents
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getderiv
Evaluates surface derivatives of an attribute.
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getfogname
Returns the name of the current object whose shader is being run.
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getglobalraylevel
Returns the depth of the ray tree for computing global
illumination.
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getgroupid
Returns group id containing current primitive.
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getlight
Returns a light struct for the specified light identifier.
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getlightid
Returns the light id for a named light (or -1 for an invalid name).
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getlightname
Returns the name of the current light when called from within an illuminance loop, or converts an integer light ID into the light’s name.
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getlights
Returns an array of light identifiers for the currently shaded surface.
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getlightscope
Returns a selection of lights that illuminate a given material.
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getlocalcurvature
Evaluates local curvature of primitive grid, using the same curvature evaluation method as Measure SOPs.
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getmaterial
Returns a material struct for the current surface.
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getmaterialid
Returns material id of shaded primitive.
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getobjectid
Returns the object id for the current shading context.
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getobjectname
Returns the name of the current object whose shader is being run.
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getphotonlight
Returns the integer ID of the light being used for photon shading.
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getprimid
Returns the number of the current primitive.
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getptextureid
Returns the ptexture face id for the current primitive.
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getraylevel
Returns the depth of the ray tree for the current shading.
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getrayweight
Returns an approximation to the contribution of the ray to the final
pixel color.
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getsamplestore
Looks up sample data in a channel, referenced by a point.
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getscope
Returns a selection of objects visible to rays for a given material.
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getsmoothP
Returns modified surface position based on a smoothing function.
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getuvtangents
Evaluates UV tangents at a point on an arbitrary object.
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gradient
Returns the gradient of a field.
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haslight
Returns whether a light illuminates the given material.
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illuminance
Loops through all light sources in the scene, calling the light shader for each light source to set the Cl and L global variables.
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interpolate
Interpolates a value across the currently shaded micropolygon.
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intersect_lights
Finds the nearest intersection of a ray with any of a list of (area) lights and runs the light shader at the intersection point.
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irradiance
Computes irradiance (global illumination) at the point P with the normal N.
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isfogray
Returns 1 if the shader is being called to evaluate illumination for
fog objects, or 0 if the light or shadow shader is being called to
evaluate surface illumination.
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israytracing
Indicates whether a shader is being executed for ray tracing.
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isshadowray
Returns 1 if the shader is being called to evaluate opacity for
shadow rays, or 0 if the shader is being called to evaluate for surface
color.
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isuvrendering
Indicats whether the shader is being evaulated while doing UV rendering (e.g. texture unwrapping)
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lightbounces
Returns the bounce mask for a light struct.
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lightid
Returns the light id for a light struct.
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limport
Imports a variable from the light shader for the surface.
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matchvex_blinn
Returns a BSDF that matches the output of the traditional VEX blinn function.
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matchvex_specular
Returns a BSDF that matches the output of the traditional VEX specular function.
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nbouncetypes
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occlusion
Computes ambient occlusion.
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pathtrace
Computes global illumination using PBR for secondary bounces.
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phongBRDF
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rayhittest
Sends a ray from the position P along the direction D.
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rayimport
Imports a value sent by a shader in a gather loop.
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reflect
Returns the vector representing the reflection of the direction
against the normal.
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reflectlight
Computes the amount of reflected light which hits the surface.
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refract
Returns the refraction ray given an incoming direction, the
normalized normal and an index of refraction.
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refractlight
Computes the illumination of surfaces refracted by the current
surface.
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renderstate
Queries the renderer for a named property.
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resolvemissedray
Returns the background color for rays that exit the scene.
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scatter
Evaluates a scattering event through the domain of a geometric object.
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setcurrentlight
Sets the current light
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setsamplestore
Stores sample data in a channel, referenced by a point.
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shadow
Calls shadow shaders for the current light source.
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shadow_light
Executes the shadow shader for a given light and returns the amount of shadowing as a multiplier of the shaded color.
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shimport
Imports a variable from the shadow shader for the surface.
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simport
Imports a variable sent by a surface shader in an illuminance loop.
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specularBRDF
Returns the computed BRDFs for the different lighting models used in VEX shading.
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storelightexport
Stores exported data for a light.
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switch
Use a different bsdf for direct or indirect lighting.
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trace
Sends a ray from P along the normalized vector D.
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translucent
Returns a Lambertian translucence BSDF.
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uvunwrap
Computes the position and normal at given (u, v) coordinates.
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wireblinn
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wirediffuse
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writepixel
Writes color information to a pixel in the output image